Atomic Counter是一个缓存对象,存储着一个或者多个unsigned int的变量值。在GLSL着色器有着特定的原子操作(单一的,不可再分的操作)。
- atomicCounterIncrement 原子计数+1
- atomicCounterDecrement 原子计数-1
Atomic Counter可以用来控制片元的执行,避免对同一块内存区域同时操作。原子计数器表明当前片元在执行任务时,不能被其他任务打断,保证内存中数据修改的正确性。
简单示例,片元执行顺序的可视化。
初始化
glGenBuffers(1, &m_AtomicBuffer);
glBindBuffer(GL_ATOMIC_COUNTER_BUFFER, m_AtomicBuffer);
glBufferData(GL_ATOMIC_COUNTER_BUFFER, sizeof(GLuint)*3, NULL, GL_DYNAMIC_DRAW);
glBindBuffer(GL_ATOMIC_COUNTER_BUFFER, 0);
更新
每一帧重绘时,需要重置GL_ATOMIC_COUNTER_BUFFER
的值,两种方式可以修改其值。
glBindBuffer(GL_ATOMIC_COUNTER_BUFFER, m_AtomicBuffer);
GLuint* pAtomicCounter = (GLuint*)glMapBufferRange(GL_ATOMIC_COUNTER_BUFFER, 0, sizeof(GLuint)*3, GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT | GL_MAP_UNSYNCHRONIZED_BIT);
_ASSERT(pAtomicCounter);
memset(pAtomicCounter, 0, sizeof(GLuint)*3);
glUnmapBuffer(GL_ATOMIC_COUNTER_BUFFER);
//第二种方式,glSubBufferData
//glBindBuffer(GL_ATOMIC_COUNTER_BUFFER, m_AtomicBuffer);
//GLuint Value[3] = {0, 0, 0};
//glBufferSubData(GL_ATOMIC_COUNTER_BUFFER, 0, sizeof(GLuint)*3, Value);
//glBindBuffer(GL_ATOMIC_COUNTER_BUFFER, 0);
Fragment Shader
#version 450 core
layout (binding = 0, offset = 0) uniform atomic_uint aRed;
layout (binding = 0, offset = 4) uniform atomic_uint aGreen;
layout (binding = 0, offset = 8) uniform atomic_uint aBlue;
uniform float fNumPixels = 1.0/(1024*768);
out vec4 FragColor;
void main()
{
float R = atomicCounterIncrement(aRed) * fNumPixels;
float G = atomicCounterIncrement(aGreen) * fNumPixels;
float B = atomicCounterIncrement(aBlue) * fNumPixels;
FragColor = vec4(R, G, B, 1.0);
}
绑定到GL_ATOMIC_COUNTER_BUFFER
0号绑定点位置,glBindBufferBase(GL_ATOMIC_COUNTER_BUFFER, 0, m_AtomicBuffer);
通过建立一个GL_ATOMIC_COUNTER_BUFFER,里面储存3个uint变量值,随着源自计数器的增加,颜色输出逐渐变白的过程。
参考资料
【1】https://www.opengl.org/wiki/Atomic_Counter
【2】http://blog.csdn.net/csxiaoshui/article/details/33740065
【3】http://www.geeks3d.com/20120309/opengl-4-2-atomic-counter-demo-rendering-order-of-fragments/
【4】http://www.lighthouse3d.com/tutorials/opengl-atomic-counters/